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- The dice used are 2d6.
- Earth pony/zebra/draltha HP: 40
- Characters: Reiko, Singer Songs, Platinum Quake, Applejack, Pinkie Pie, Caramel, Salamenace, Grand Cog, and Doctor Whooves.
- Pegasi/gryphon/sethal HP: 30
- Characters: Coffee Cup, Thunderlane, Dunnin, Bulk Biceps, Boreal Wind, Fluttershy, Rainbow Dash, Flash Sentry, and Indigo.
- Unicorn/changeling/gorlak HP: 25
- Characters: Linden, Aqua Frost, Violin Songs, Swift Eyes, Bykal, Starshine, Party Favor, Rarity, Sunburst, and Twilight Sparkle. When HP reaches -10, the pony dies.
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- To start a fight, you roll a 1d10. Unicorns get a +1 while pegasi get +2.
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- Roll determination
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- Example: You roll a 2d6 and get an 8, while your opponent gets a 6. Your roll was higher, so your attack succeeds.
- If the opposite happens, your attack fails.
- If you roll the same, it results in a parry.
- If your opponent rolls double your roll, they get to counterattack.
- Damage calculation: The pony with the higher roll must roll a 1d6 plus the difference between your rolls. Counters work the same way.
- If you roll double the opponent's roll, it's a critical hit, and the result is doubled.
- If you roll a 12 and your opponent rolls snake eyes, your attack does three times as much damage.
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- Elements -----
- Attacks are divided into different elements: Physical, Fire, Arcane, Water, Lightning, Ice, Earth, Wind, Nature, Light, Dark, Holy, Void, Anti-Magic, and Almighty.
- Fire: Can cause burning.
- Ice: Can cause freezing.
- Lightning: Can stun.
- Earth: Can cause bleeding.
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- Armor
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- Armor reduces damage by its value.
- Light armor 2, medium 3, heavy 4-5
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- Status effects
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- Burning and Poison: Deals damage over time.
- Frozen: Slow damage over time, character disabled until unfrozen
- Stun: Character disabled for 1-X rounds
- Bleeding: Deals damage over time until wound clots or is sealed. Roll 1d6 (TN: 4) for clot.
- Confusion: Roll penalties
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- Guts: In Earthbound, the Guts stat allows you to survive a blow that would reduce your HP to zero. If you are about to get KO'd, you can roll a 2d6. If you get over a 7, you hang on with 1 HP.
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- Stealth
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- Sometimes, you will have to sneak by your enemies. When you do, you must roll a 2d6. If your roll is lower than the enemy's, you will alert them that someone is there.
- Silent Step
- When walking on a floor where you will not make much noise, like carpet or clouds, you gain +1 to your stealth rolls.
- Flying during stealth
- Gliding is +1. Flapping is normal.
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- Skills/Traits
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- You can have three traits.
- Mental Strength: Character gets +2 bonuses when they are attacked by something that can control their mind.
- All You Wanna Do is See Me Turn Into: Bigger than the regular pony. Gains +5 HP.
- Characters: Reiko, Coffee Cup, Aqua Frost, Platinum Quake
- Protective: If an attack is aimed for a relative or loved one, you can take the hit.
- He's Not Getting Any Older: Bonus when fighting void entities.
- Weapon Proficiency: +1 if you are trained with a weapon.
- Characters: Linden, Platinum Quake, Boreal Wind, Indigo
- Elemental Proficiency: +1 to water, wind, lightning, fire, nature, or earth damage. You can only choose one.
- Nearsightedness: Your character wears glasses, and if they are removed, you get -1 to your rolls.
- Characters: Coffee Cup, Swift Eyes, Sunburst
- Survivalist: Less damage from nature attacks.
- Combat Trained: This character has combat training, allowing them a +1 in rolls.
- Characters: Reiko, Linden, Platinum Quake
- Sturdy Earth: You take -2 damage. Only earth ponies can have this trait.
- Beast Lore: +1 to identifying wildlife.
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